attribute vec3 a_VertPosition;
attribute vec2 a_VertTexCoord;
attribute vec3 a_VertNorm;

uniform mat4 u_WVPMatrix;

varying vec3 v_VertPosition;
varying vec2 v_VertTexCoord;
varying vec3 v_VertNorm;

void main()
{
	gl_Position = u_WVPMatrix * vec4(a_VertPosition, 1.0);
	v_VertTexCoord = a_VertTexCoord;
}